The Last of Us Remake | March 28th 2023

  • Thread starter Thread starter mrk
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I started the game whilst it was building shaders still and got a crash to desktop walking around in Ellie's room. It was running about 90 to 100fps though all ultra settings with DLSS Quality.

This uses DLSS dll version 3.1.2.0 btw, so very new!

Now waiting for shaders to compile, it's at 80% after a few mins.
 
Ok so had another CTD, the VRAM usage in HWINFO64 shows 94% used, wondering if all Ultra settings is too much for 12GB of VRAM as some games do crash out if the VRAM gets too close to the limit... WIll lower some settings to get down to around 90% VRAM and see what happens.

The mouse control/movement and overall camera motion appears to be superb, as are the screen space reflections and shadows, who even needs RT when the fidelity of the effects is this good?!
 
Are you guys seeing any SSD activity though in task manager whilst it does that? Shader comp on mine took several mins.

I just had a 30 minute play with Environment texture quality set to HIGH from ULTRA, that lowers the VRAM use nearly 1GB and I didn't get a CTD until the 30th minute or so. So now dropping character texture quality to HIGH as well. both of these settings show as major VRAM hits. The visual screenshot showing the differences is minimal it seems so I'm fine with that. RTSS showed 9.9GB of VRAM being used just before it crashed so I guess it spikes a load of textures into VRAM maxing it out at some point resulting in the CTD.

This game for 3440x1440 with DLSS Quality requires a 16GB GFX card for sure, 12GB is not enough for everything on Ultra.

Other than that I have to say it looks/runs beautifully. mouse RAW input does feature, and the wealth of GFX options to toggle is quite frankly absurd compared to many other games that offer nowhere near as much. They have definitely put some thought into this port for PC. I am running with the pillarboxes set to minimal which gives you ultrawide cutscenes and all seems great.

I am very impressed. I am also really considering a 16GB card upgrade if this is the way things are heading, and this is with DLSS so a smaller internal render res! The visual effects are simply incredible, especially the water considering it's not ray traced.

My only complaint so far is that the game load time is quite long, I checked HWINFO64 and saw the max SSD read speed was only 100MB/s, so the game is not optimised for SSD speeds at all and I can't see any mode in the settings that might be enabled like HDD mode etc. Dead Space Remake for comparison had read speeds above 1500MB/s, and that has a sys req for a PCIe SSD respectively.

Check these out:

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Does it do the same after a restart?
Shader comp is only done on the first run so no worries there.
 
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it has to be installed on a proper NVME SSD. I am now using steam to move it to my NVME. So 900 mb/sec hard drive is not fast enough for this game. Gone 11% in a minute LOOL
The funny thing is the NVMe only gets utilised during shader compilation it seems. Loading the save after running the game takes 56 seconds to load the last save point! That's on an SSD that reads at 7000MB/s yet I am only seeing 100-200MB/s read speeds during loading lol.
 
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The amount of detailing is simply incredible, I have to repeat this again! I have to ask myself why we need ray tracing when visual effects are this good without it?!

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I always knew way back from the PS3 days that if this ever came to PC then a photo mode would be so good to have, and rightly so, the composition possibilities throughout the entire game are a dream for those who like to snap pics like me in the the real world lol.


I did notice a quirk with the built in FPS limiter vs RTSS though, the game's FPS limiter introduces some frametime spikes as you move around regardless of scene, not major but visible on the graph. RTSS introduces zero spikes. The latency remains the same via both methods.

RTSS @ 70fps:
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In-game 70fps cap:
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My game drive is the 2TB :D

Edit*

First played Last of Us back on the OG PS3 which I bought just to play this game back in 2013. A year later I got the world's first 34" ultrawide monitor and dreamt of the day I could play such a cinematic masterpiece of a game how it was truly meant to be played, on ultrawide with the PC's graphical capabilities, and ten years later here we are lol. For me it has met all expectations.

I thought to check what the game looked like back in 2013 and lol, it's quite something, was amazing for its time though, ND pushed the PS3 hardware to beyond its limits, forcing the game to 720p in the process to get what they did.

PS3 vs PC:

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What DLSS mode are you on? DLSS Quality for me looks very good, no problems as per screenshots earlier. I suspect your 3080 10GB may be the bottleneck mostly, it has fewer cores than the 12GB model which in turn has fewer than the 3080 Ti so depending on shading intensity (this game is very heavy on it!), this might explain that.

Samsung 840 SSD! I might have to press the upgrade button after this experience!
SATA? that will be the culprit then!
 
DLSS vs native, surprisingly at native it's still well above 60fps so I am tempted to just run that lol, although the difference is minimal at best so probs just stick to DLSS. Might be because it's a new DLSS dll being used which hs additional improvements as no other game uses this version yet so it's the first we will have seen it in action.

 
I don't understand, without some clarification on what the bugs are that we haven't discussed (memory leak due to a known dll issue being the only one), do we speculate? :p
 
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Iron Galaxy
Who did the port for this game? Surely must be different to the uncharted games?

The game seems broken alright. Apparently shader compilation takes 30 minutes with a high end cpu. It takes a couple minutes on PlayStation

Took several minutes for me and others to compile. Game was ported by Iron Galaxy who did Uncharted. Uncharted did have mouse issues and stuttering which was fixed, though. This does not have either of those issues (at least from what I can see).
 
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Someone on the PCMR Facebook page said they fixed their crash to desktop by changing manually managed pagefile in Windows to system/max. I have a 2GB fixed pagefile as it's never used by anything. I guess this is the rare instance where a larger pagefile simply existing may be necessary even if it's not used. I will try this shortly and put those 2 texture settings back to Ultra and see if I get the crash again.

WTF? Am I in bizzaro universe?

On my PC (5800X3D, 3080Ti, 16GBRAM), shader compilation took about 20 minutes, then I set it to mix of high and ultra, disabled motion blur, 4K, DLSS balanced, and so far it ran at stable 60fps for two hours of playtime.

No bugs. No crashes. No problems.

If anyone is getting crashes, make sure to have swap file (virtual memory) in windows set to "Let windows decide" instead of manual value.
I have no performance issues either, even without DLSS it's over 60fps, no stuttering either. I guess this just highlights how different experiences are given the multitude of PC build variances out there! The game does need a patch I fully agree as these things should not happen for the vast majority.
 
I read a comment on another forum saying setting the game's fps via NVCP to your monitor's refresh rate helps the camera panning "stutter"^
 
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